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OpenGL devlog #1 (03-08-2012)

Official development news and updates.

OpenGL devlog #1 (03-08-2012)

Postby matpow2 » Fri Aug 03, 2012 11:01 pm

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Hey guys.

This will be our first attempt at a weekly devlog, so bear with us. It will be split up in 2 parts with news for the VOXLAP (0.xx) and OpenGL (1.0) branches. bcoolface will make a devlog adjacent to this one with the updates for the VOXLAP branch.

OpenGL updates

The OpenGL branch is progressing nicely. We have been in close contact with some of the key developers in the community, so chances are you will see some familiar faces on the development team quite soon. Personally, this is something I'm very excited about, so I'll make sure to update you on this for the next devlog.

UI/theme redesign

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As you may have seen with the miniature devlog from a few days ago, we have been at work on adding a completely new UI that actually has a defined style and looks pretty. Let me emphasize that these 2 screenshots are very much work in progress, and Jamie (our graphics guy who made all the pretty art) is still tweaking the look. Especially the last screenshot is unfinished and doesn't have all the elements from our mockups implemented yet, but again, it should give you an idea of what we are going for.

Names over head in spectator mode

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As a nice addition to the spectator mode, we have added names over the head of players, so now you can properly tape those epic matches with the names indicated. The names scale properly with distance so you neither miss the names of people close by or far away. We still have to tweak the font/color to fit the new UI redesign (which goes for the whole game, really).

Chat buffer

Earlier, it was fairly easy to miss chat messages from other players, so we added a chat buffer to the message list that you can scroll through using your mousewheel. I'm not quite sure how to show you this, but you'll get a hands-on at some point anyway.

Aspect awareness

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Does your monitor have a very exotic aspect ratio? Well, I don't know what the aspect ratio in the above screenshot is, but 1.0 will handle it properly in any case.

New RPG model

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Well, it's a new RPG model. And it actually looks like a RPG! Hey ho.

Particle engine

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This is an extension of the debris billboard renderer so it now supports textures and rotation. The smoke texture is a placeholder, but we can now render pretty particles in a fast manner.

System requirements

Some people were wondering what system requirements 1.0 will have, and to clarify, you only need a GPU with OpenGL that has the following extensions:

GL_ARB_vertex_program
GL_ARB_fragment_program
GL_ARB_vertex_buffer_object


Pretty much all GPUs meet these requirements (close to 100%), so the chances of your GPU being incompatible are very slim.

Up next

The theme redesign is going to consume a large part of our time next week, so the next devlog will most likely have a small montage of that. We also have some game features in the pipeline, so maybe those will make it in the next update.

This wraps it up for the first OpenGL devlog! Let the speculation begin :-)
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Re: OpenGL devlog #1 (03-08-2012)

Postby ElFizbanio » Fri Aug 03, 2012 11:04 pm

This is cool, and tastes like delicious cake.
Check out my AAR as I conquer @
viewtopic.php?f=84&t=15676&start=15#p239457
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Re: OpenGL devlog #1 (03-08-2012)

Postby LifeDevoured » Fri Aug 03, 2012 11:05 pm

It's Beautiful!
Image[img]http://bit.ly/w398zEhttp://bit.ly/y1SDd8[/img]
Highest Streak: 212
Highest Ratio(Over 100 Kills): 52 With 416 Kills
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Re: OpenGL devlog #1 (03-08-2012)

Postby Defaulter » Fri Aug 03, 2012 11:05 pm

Wow, some awesome stuff there mat. I love the idea of seeing these weekly!
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Re: OpenGL devlog #1 (03-08-2012)

Postby Frostified » Fri Aug 03, 2012 11:11 pm

sexy lookin' UI.
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Re: OpenGL devlog #1 (03-08-2012)

Postby FaZe » Fri Aug 03, 2012 11:14 pm

Hmm, I'm starting to get excited! I have a question: will 0.76 be coming out at the same time as 1.0?
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Re: OpenGL devlog #1 (03-08-2012)

Postby infogulch » Fri Aug 03, 2012 11:16 pm

2nd screenshot: "Network: <- [Internet] ->"

The natural other choice would be LAN... So will AoS crawl the network looking for local servers? AoS LAN parties? I think I like this.

"Particle engine" ... so are explosions and other effects redone?
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Re: OpenGL devlog #1 (03-08-2012)

Postby matpow2 » Fri Aug 03, 2012 11:22 pm

infogulch wrote:2nd screenshot: "Network: <- [Internet] ->"

The natural other choice would be LAN... So will AoS crawl the network looking for local servers? AoS LAN parties? I think I like this.


Yeah, we've added LAN server discovery for 1.0. Right now, there are 3 modes: Internet, favorites and LAN.
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Re: OpenGL devlog #1 (03-08-2012)

Postby Priok » Fri Aug 03, 2012 11:23 pm

awesome, keep up the good work guys. This game is really starting to look pretty great. I am also glad to hear about the resolution changes, I could never play fullscreen properly before
viewtopic.php?f=71&t=3112 - my mods
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Re: OpenGL devlog #1 (03-08-2012)

Postby SIMOX » Fri Aug 03, 2012 11:36 pm

*Map previews* Oh God YES!
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Re: OpenGL devlog #1 (03-08-2012)

Postby infogulch » Fri Aug 03, 2012 11:45 pm

matpow2 wrote:Yeah, we've added LAN server discovery for 1.0. Right now, there are 3 modes: Internet, favorites and LAN.
Awesome!

SIMOX wrote:*Map previews* Oh God YES!
Nice I didn't notice!

"I am a pretty pony princess." << LOL
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Re: OpenGL devlog #1 (03-08-2012)

Postby skully172 » Sat Aug 04, 2012 12:33 am

SIMOX wrote:*Map previews* Oh God YES!


yeah, thats awesome, what if we can see the actual state of the map when we refresh. (blocks that people added, craters, etc)
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Re: OpenGL devlog #1 (03-08-2012)

Postby conternecticus » Sat Aug 04, 2012 1:04 am

FINALLY!
I think the name is too big, 32 names = laggy XD
So when i can download it ? and DO I HAVE TO PAY????
Last edited by conternecticus on Sat Aug 04, 2012 1:49 am, edited 1 time in total.
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Re: OpenGL devlog #1 (03-08-2012)

Postby Articsledder » Sat Aug 04, 2012 1:12 am

Looking great. 1.O will be amazing


Also, will the names in spectator be optional? It would kind of take away from the cinematic opportunities spectator gives if it was permanent.
aend tehn teh cahirs began to snip
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Re: OpenGL devlog #1 (03-08-2012)

Postby Thelionmaster » Sat Aug 04, 2012 1:17 am

All I can say about this is it's REALLY cool. Was that a rocket launcher in one of the pics? But I have a question about the servers. If you're on 1.0 and you're on a server, let's say aloha last team standing. Will you be able to see the people on last team standing playing 0.76, 0.77 etc. on it? If you won't, it would be a disaster to clans, because half will be paying and half won't and it could break up the clan.
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